You can choose a Tiny animal you want as your familiar, such as a … One of the very few animal companions to get additional speed, level 4 adds 10 feet to the Giant Chameleon's move and climb speed, some natural armor, and some small ability score improvements. Animal Companions An elf’s best friend Creature Feature True Foo Dogs 74 Tactical Magic Familiars 80 Hex Crawls River’s Inlet & More Animal Companions ... the model for creation of magic items and use a spell as . Though it isn't explicitly stated in the rules, your DM may allow you to take Multiattack earlier, and replace multiattack at level 9 with another feat instead. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, shark (Medium), and squid. The bonus natural armor is nice, and the strength makes them somewghat more useful, but they're still still just a heavily armored speadboat with a longsword taped to the front. Familiars are mystically bonded creatures tied to your magic. Still, the Dimetrodon lacks any real interesting abilities, and doesn't do enough damage to make it a good choice. The 9 constitution is a bit of problem unless you improve it, but with some armor and Toughness, the Ankylosaurus can stand alongside your fighter and potentially have a higher AC with little cash investment. Note that the description of Share Spells says that it applies to spells with a range of "You", but "You" and "Personal" are interchangeable. Its gimick is that its bite attack has a 19-20 critical threat range. The potential ability to serve as a non-spikey mount makes this an even better option. If your build requires mobility, you might want a mount. 7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex -2, Con +4. The poison has a constitution-based DC, and deals strength damage. Keep spitting. 1 Ranger 2 Cavalier 3 Cavalier (at least 4th level) 4 Paladin (ask GM if not a heavy horse or pony). Magic Items. Large size makes it a potentially viable mount for medium creatures. However the Hunter is an odd duck. Assuming that it can be used as a mount, this makes the Megaloceros roughly equivalent to a Horse with slightly adjusted ability scores. You might even be able to use it as a flying mount. It also adds a mandible attack which it can use against grab targets, making it even more effective as a grab striker, and Sudden Strike, which allows it to make a full attack in the surprise round, in the off chance that it starts a combat adjacent to a foe. Skip this, and use the Megaloceros stats, and call it a Stag or an Elk if you really want to. Still, it has a wopping 18 constitution and respectable dexterity, so at the very least it will survive to see 7th level. The Tyrannosaurus can most easily be compared to the Allosaurus and the Deinonychus. However, the DC for the poison is constitution-based, and with only 10 constitution, the poison won't be doing a whole lot. Magic Items for a Hunter and animal companion? While wearable wondrous items typically resize themselves to fit a creature trying to wear them, the situation becomes a little more complicated if the creature simply lacks the requisite appendage or body part. Elk get the same speed as a horse, and seem like a possible mount option. A big, scary, prehistoric predatory whale. It also has Blindsense, which makes it perfect for locating invisible creatures. I would also consider this a viable mount. It also gains a poison for which no stats are provided. Slightly better ability scores and Swallow Whole, which is largely useless because the frog can't swallow anything bigger then Small size. With some intelligence and the right feats, the Giant Weasel can be used to weaken very scary foes with big pools of hit points. Due to the dexterity loss and size increase, the spiders AC drops by 1, and all it gains is a puny +1 to the DC of its poison. On top of its now 5 attacks, it also gets pounce. The addition of Blindsense can also allow the Stingray to scout for invisible creatures. However, it has a slow move speed and doesn't get scent. Because of its clearly horse-like shape, you might consider using a giraffe as a hilariously long-necked mount, but I would advise against this as giraffes are somewhat spindly and they are clearly not build to carry weight on their backs. With a few ranks in Handle Animal and that nice +4 bonus, you can be sure to pass the skill check even if your companion is injured (+2 to DC). The Big Cat has better Strength, Grab, and Rake, while the Velociraptor has two extra attacks. Similarly, a Gargantuan creature with 20 foot reach would have 10 foot reach at large size. This is an unofficial D&D site made by Zoltar to collect designer tweets and help players of the best game ever created. At medium size, it would almost certainly make a good mount for a small character. I plan to first implement a “taming” phase before the animal can even get to training (does the animal run away?). 7th level brings large size, and all of the usual ability score adjustments. There are game balance issues to consider. Familiars lamprey, popoto dolphin, pufferfish, seal. If you find extra rings of protection, cloaks of resistance, belts of physical ability scores, etc. It starts with reasonable natural armor and good ability scores, but it's average speed and lone gore attack aren't very interesting. Dire Rats get decent move speed, as well as climb and swim speeds. It has no intelligence, it has slow speed, but it has a surprising +4 natural armor. The Giant Vulture now has an impressive 20 strength and 2d6 bite, and 18 constitution to back up its poor defensive stats. Your GM may see the hazard in offering 20 foot reach to large creature, but even 15 foot reach is quite generous. With Agile Maneuvers and a little help, the Hyena can still be an effective tripper, but will need a lot of help to deal any meaningful damage. Level 7 brings some much-needed natural armor, some strength which you won't ever use, some extra consitution, and of course large size. The improved strength is great, and Trample makes Overrun a better option. The constrictor has much lower strength and constitution, but it has excellent dexterity and a poison which deals constitution damage. At large size, with now 23 base strength and Grab, the constrictor snake is looking at a +10 bonus to grapple checks before BAB, which is enough to get a lot of constricting done. At medium size, this is an impressively large fish. Level 4 brings medium size, a tiny bit more damage, and Sprint. The increased constitution will bring the Stingray's poison DC up to 12, which still isn't great, but that damage is still very impressive. It is a logical, if somewhat dull, choice for an underwater mount. Very fast in the water, dolphins aren't very impressive in combat. If they don't the free secondary attack is crucial in making up the damage gap between animals with multiple attacks and those with only single attacks. Level 7 brings large size, more natural armor (though not enough to catch up to the Ankylosaurus), considerably more tail attack damage, and better ability scores. The strength damage is fairly small, but there doesn't appear to be a limit on how often it can be used, and you can always harvest poison from it to give to your rogue. The addition of reach can make them a workable area control defender if you throw combat reflexes on them, but they lack an ability to hold enemies in place. They also don't get scent for some reason. Level 4 provides very little in the way of improvement. With some armor, the Spinosaurus could easily serve as Defender, but using it as a mount seems unlikely due to the spiny frills for which is is named. At level 7 the Allosaurus becomes large and gets a all of the usual size adjustments to abilities, adds Grab and Pounce, and probably adds 10 foot Reach. As always, check with your DM and come to a reasonable solution. Level 4 brings a tiny bit more damage, medium size, and Ferocity. While this is somewhat boring, it brings the Spinosaurus to an outstanding 26 strength (not counting the animal companion bonus), making all three of its natural attack very, very scary. This thing is a fast-moving bullseye. The small cat trades the Big Cat's size and damage for Trip, greatly improved dexterity, and increased speed. Poison Skin will help protect your Toad against monsters and people who enjoy licking giant amphibians, but won't be useful offensively. This thing is a flying tank. Despite being a ranged touch attack, which is the easiest attack in the world to make, it will miss often due to its 8 dexterity. The monitor lizard has average move speed, a swim speed to match, and fairly good ability scores for a small creature. They have 2 intelligence, which means they can easily be made intelligent, and have three attacks. The additional size might give them reach, but the Huge Archelon in Bestiary 3 only has 10 foot reach, so I'm inclined to beleive that the Large Archelon only has 5 foot reach like many large animals. Improved Evasion (Ex): Leaps and bounds better than evasion. Even underwater, this is strictly worse than the Dolphin. It has average move speed with a slightly slower swim speed, it gets some natural armor, three attacks, and a stunning 18 strength right off the bat. Strength, dexterity, and constitution are obvious choices, but intelligence opens up a lot of options for your companion. The ankylosaurus has 2 intelligence, which makes it easy to make it intelligent, but be sure to invest in its low constitution, and boost it strength to raise the DC on Stun. Animal companions have a limited list of skills unless they have 3 intelligence, and with only 1 skill rank per hit die you don't have a lot of skills to throw around. It has good natural armor, and decent stats. If you increase the Bird's intelligence to 3, it can be a pretty good messenger and scout. The Big Cat is a striker. The Trumpeter Swan is almost identical to the Bird in every way, but is slower and has very slightly less Charisma. What about magical items for animal companions? 7th level brings Large size, and all of the usual ability adjustments, but no special abilities of any sort. @ChrisPerkinsDnD @sharkfan829 What about magical items for animal companions? Even in underwater campaigns, the natural armor is bad, the attacks are weak, and the ability scores are low. Additional senses like Darkvision are nice, but difficult to make use of unless you are running Speak With Animals and your companion is intelligent enough to communicate useful information. Compared to the standard elk, its gore attack does more damage, but it gives up the two hoof attacks. 7th level brings Large size with the usual ability score adjustments, an extra point of natural armor, Grab, Powerful Bite, and probably reach. It even has two less points of natural armor! There are some notable cases where creatures have considerably more reach than their size would typically indicate, such as the Diplodocus, which gets a stunning 60 foot reach in its typical Colossal form (30 foot square). If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance. Animal Companion: Advancement choices for an animal companion include feats, skills, ability score increases, and tricks. However, the Stingray begins with low ability scores, so the DC on the poison won't be spectacular, and with only 1 intelligence it is difficult to bring the Stringray's intelligence up to 3. Combined with the hippo's respectable strength and impressive bite damage, it could make a passable overrun mount. Many magic items that work for player characters are also essential for your Animal Companion. The Tyrannosaurus gets one big, scary attack with Grab. I have seen people ride ostrich, and those are only medium, so it stands to reason that a large Axe Beak might make for a passable mount. The Giant Weasel stat entry also mentions that small creatures train them as mounts, which seems like perfect evidence that they could do the same for you. The very specifically named "Bird" is a catch-all for birds of prey (I think). Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.. Class Level: The character’s druid level. The Bore animal companion has 40 foot move speed, impressive natural armor, good constitution, but not much damage output. While magic items for animal companions are somewhat more rare, they are not unheard of. This means that either you found an orphaned giraffe or walked right up to its mother and were like "yo, I'm taking this". In addition to being smaller, the Pony has weaker ability scores everywhere except intelligence, and less speed. Its single bite attack also has Grab, but with 12 strength it won't get very far. You can use them to fly in and flank with you, but with only 12 con and negligible natural armor, your Bird is going to get eaten by something bigger and scarier. 7th level brings Largse Size, which puts some much-needed damage behind the Wasp's sting, and improves the poison DC by 2. Offensively, its big option is its poison, which does dexterity damage. Animal Companions and Magic Items A great way to both protect your companion and perhaps give it some offensive power is to equip it with magic items. However, the lack of pounce makes it less effective as a striker than the Deinonychus. Other Worn Items Source Core Rulebook pg. It gets a +10 to stealth when still, which doesn't help much with the proactive nature of adventuring. However, because of its small/medium size and poor scaling at 4th level, the Bear doesn't hold up to other options. 4th level brings the Thylacine to medium size, and adds some natural armor. Any vampiric animal companion the vampire creates that would exceed such limits becomes a free-willed undead. At medium size this is a very large squid. The ability score improvements are nice, but still not enough to make this a orange choice. It gets two claw attacks with very little damage, but it also gets Grab and Constrict. It has 50 foot move speed, decent natural armor, and decent ability scores, but only a single gore attack. Clumsy fly speed, no natural armor, and a whole mess of dexterity. Multiattack: If your companion has multiple natural attacks, multiattack is a fantastic feat. The Ranger's most iconic choice, the Wolf is a solid option. 214 2.0 An animal companion is a loyal comrade who follows your orders. Even at large size, it has 16 dexterity before the Animal Companion increases, which will give it a lot of mileage from Combat Reflexes. Its saving graces are a high dexterity, darkvision, tremsorsense, and a strength damaging poison. Link (Ex): Handling an animal to make them do something normally requires a move action, so if you like to train attack dogs or something, keep that in mind. It also gets a +4 bonus on saves against disease, not that those matter much. This is a nice ambush mechanic for medium or smaller creatures, but with the chameleon's low strength and poor bite damage, it's not going to do much on its own. A companion has an investiture limit of two items (instead of the 10-item limit a player character has). 604 2.0 These are a wide variety of items … That's really all it gets, and with that big frill thing, I don't think it's rideable. The Giant Crab has average speed and a slightly slower swim speed. 7th level brings alrge size, more natural armor, and enough strength to really improve the Gar's performance with Grab. Its dexterity is good, but that's its only really great ability score. I'm confused why the Giant Gecko doesn't just have a climb speed. The Kangaroo has good move speed, but otherwise poor stats. Sweat gives it resistance to hot environments and diseases, but those will very rarely matter. The loss of dexterity and the increase size actually make the viper less acurate, and lower its AC, and the viper's constitution only increases by 2, which doesn't provide a meaningful increase to the viper's poison DC. 4th level adds a high damage Tail Slap, which sacrifices Grab for a bigger damage die. When drow die, those who follow Lolth and those who follow Eilistraee or other drow gods, what becomes of their souls? Trample adds a free attack to overrun, and the damage from powerful charge is added to the normal damage for a charge attack. Available Slots belt, chest (saddle), eyes. 4th level brings medium size, and all of the usual size adjustments for medium size. With some armor, the crocodile can lock down single targets very well. 4th level brings some really meaningless ability score increases. I support a limited subset of Pathfinder's rules content. 7th level brings Large size with all of the usual ability adjustments, and adds Trip to the already impressive Tail attack. A smaller, more dextrous version of the wolf. 7th level brings Large size and all of the normal ability adjustments, but also adds Rend. Rocs taken as animal companions by druidsor rangersare typically newly hatched birds—a baby roc is the size of a person and ready for flight and hunting within minutes of hatching. The Spit Acid damage increases to 1d8, but the loss of dexterity and increased size makes it even less likely to hit. Most familiar s were originally animals, though the ritual of becoming a familiar makes them something more. Clobbering Charge adds a free Bull Rush at the end of a successful charge attack. As you gain levels, your animal companions abilities grow, and it adds additional hit dice, tricks, feats, and other useful stuff. If you really need your canine to get through civilized areas without suspicion, bluff people and tell them that your dog is a wolf-hound, and hope they don't have Knowledge (Nature). As a vermin, it has no intelligence, and has Darkvision instead of Low-light vision and Scent. The Seahorse has a respectable +4 natural armor, and good ability scores off the bat. The small character's Horse equivalent. Even with these improvements, be sure to invest in armor and other defenses to keep you ape alive. The addition of Grab makes the turtle look like a Grab Striker, but with so little move speed and still very low strength, the Turtle isn't going to be very successful. Instead, make use of its new Trample ability to overrun enemies, then use its reach to attack them as they chase you. 4th level brings is a splash of natural armor, and finally a decent strength score in addition to large size. Their speed is respectable and their ability scores are acceptable, but their natural armor is weak, and they damage is poor. Roc. Animal companions are a key component of druids and rangers, and through archetypes can be components of other classes. Without Grab it's easier for enemies to get away from your companion, but the extra damage might be worth it. Based on its stats, we can compare it to the Ankylosaurus. With 5 foot move speed, no natural armor, and poor stats, the Giant Leech is a very squishy bag of hit points. However, with its weak defensive stats it doesn't make for a great area control defender. It has average speed, but its constitution and strength are lacking. The Hippopotamus gets good speed, and an impressive +6 natural armorm but its other statistics are really poor. 7th level brings the hippo to large size, doubles its bit damage to an impressive 2d8, adds all of the ability score improvements that come with large size, and adds Trample. I think both taking and training need to take into account magic such as Animal Friendship and Speak with Animals. Devotion (Ex): Enchantment spells are some of the scariest spells in the game, and having your fuzzy friend turn and attack you is never a good situation. Animal Companions. SizeLarge; AC+3 natural armor; Attackgore (2d6); Ability ScoresStr+8, Dex–2, Con+4; Special Qualitiespowerful charge(gore, 2d8). Because it's a single primary attack, that means the Arsinoitherium deals 4d8 plus three times it strength bonus on a charge. So you can have that eagle or cute monkey on your arm without feeling like you are wasting your Animal Companion ability. Couple with its other impressive ability scores, this thing is an impressive fighting machine. This still isn't much, especially considering the existence of the Pachycephalosaurus. 7th level brings large size with all of the normal ability adjustments, plus an extra point of natural armor, increased poison damage, and improved tremorsense. If it keeps in line with other animal companions with poison, it should deal 1 dexterity damage per round for 6 rounds, with 1 save to cure, and a con-based DC equal to 10 plus the Megalania's constitution modifier. 4th level brings the same benefits that the Horse gets, which means the pony remains statistically inferior. Combined with its new Trample ability, the Elephant is an excellent overrun mount, and it van get by on its good natural armor and constitution to serve as a defender or even a striker. Your companion gets several feats as you progress in level. Coupled with the rather horrifying Gnaw ability, the Giant Moray Eel is a true terror in the water. You might consider incorporating these special animal companion rules if you or your duet partner are an animal lover who wants the fun of having an animal companion without: 1. a) running them as a full PC or sidekick or 2. b) unnecessarily bringing the loss of a pet or treasured creature to your very fun D&D table We also think these rules work well if you already have a sidekick or DMPC in your central partybut are still looking to give your PC a boost. It also adds Clobbering Charge, which is the Pachycephalosaurus's real gimmick. It has respectable natural armor, strength, and decent constitution to back it up. Know it, love it, embrace it. Large size also allows it to potentially serve as a mount for a medium creature, but due to its slow size, there are better options. Keep in mind that there is actually a DC of 10 to make your companion do something, and a strict DM might make you roll for that. Level 4 brings medium size and some small improvements to ability scores. 7th level brings large size, bringing the Gore attack to 2d6 damage, and adds two secondary hoof attacks, far outclassing the Elk's need to choose between its gore attack or its hoof attacks. They are roughly the size of humans (medium), so they could carry a small rider without issue. Context An 11th level PC in a game that I DM is a ranger6/rogue3/warlock2. With a starting natural armor bonus of +9, the Ankylosaurus starts off at 21 AC, and can make a fine defender if you're careful about its hit points. An Archelon is a pre-historic turtle. If your party is light on armor, you may need a defender. Unfortunately the Triceratops ability scores are still relatively bad, but with some investment and the right rider, the Triceratops can be a serious threat. It doesn't even get a natural armor bonus. It lacks the charging and attacking capabilities of other options, but this is a solid option for mounted archers or casters who use Overrun to get around the battlefield. Its hoof attacks are somewhat lacklustre, but it has 40 foot speed. This helps quite a bit with the weasel's CMB for Grab/Grapple, but it may still have trouble staying attached to use Blood Drain. The Pathfinder Society Organized Play FAQ includes an FAQ entry on which animal companions can use which types of magic items. The vast diversity among species of familiars and animal companions often makes it difficult to determine what kinds of magic items are suitable for certain creatures to wear. In addition to being a sturdy mount, it can make for a passable striker. With this much versatility, and viability from level 1, the Elephant is an excellent choice for nearly any character and nearly any situation. Like skills, your selection of feats depends heavily on your companions role. Small and Grab are not a good combination. Investing Companion Items Source Core Rulebook pg. A bipedal dinosaur with a built-in football helmet, the Pachycephalosaurus is a bull rush with legs. Its blindsense increases to blindsight, but with no way to communicate the location of targets, this doesn't really help anyone. Look them up, they're super cool. With detailed images of the most famous RPG setting - Thanks to @GameholeCon and Alex Kammer. Even so, this thing doesn't have the stats to be in melee poisoning people. The Parasaurolophus gets a bit of natural armor, average speed, and impressive dextertiy, but its stats are otherwise poor. The increase strength is nice, and the extra d8 bite damage is pretty impressive. The cetipede's big draw is its poison. It is immensely fast, and has a primary bite attack that deals a puny 1d6 damage. The Iguanodon only gets on claw attack, which is dissappointing, but it gets to put 1.5 strength behind it. Can't find any existing items for them in DMG Any tips? It gets surprisingly good natural armor, but its attacks are very weak, especially with a starting strength of 9. Oh, and you could probably ride it now if you're small. They can take Additional Traitsto get Trap Finderand disarm magical traps as well as any Rogue. Pouncing with 22 strength (actually 24 due to the animal companion bonus to strength/dexterity) and 3 attacks is going to do a whole lot of damage. The chameleon also gains Tongue, which allows it to Grab a target and pull them toward it. Because it's a vermin, the giant beetle has no intelligence score, and can never get any particualrly useful feats. A character can give a simple verbal command to an Animal Companion such as “attack,” “come,” or “subdue” as a move action (if the animal is an animal companion being handled by its master, this is a free action), provided that such a command is among the tricks the animal has learned. 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The color coding scheme which has become common among Pathfinder build handbooks Rush with.. Armor at medium size, with its starting strength, dexterity, but its stats are provided party has with!
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